OpenRaiser/Intern-Atlas huggingface dataset:
WfChef: Automated Generation of Accurate Scientific Workflow Generators
Venue: arXiv cs.DC 2021
Year: 2021

Scientific workflow applications have become mainstream and their automated and efficient execution on large-scale compute platforms is the object of extensive research and development. For these efforts to be successful, a solid experimental methodology is needed to evaluate workflow algorithms and systems. A foundation for this methodology is the availability of realistic workflow instances. Dozens of workflow instances for a few scientific applications are available in public repositories. While these are invaluable, they are limited: workflow instances are not available for all application scales of interest. To address this limitation, previous work has developed generators of synthetic, but representative, workflow instances of arbitrary scales. These generators are popular, but implementing them is a manual, labor-intensive process that requires expert application knowledge. As a result, these generators only target a handful of applications, even though hundreds of applications use workflows in production. In this work, we present WfChef, a framework that fully automates the process of constructing a synthetic workflow generator for any scientific application. Based on an input set of workflow instances, WfChef automatically produces a synthetic workflow generator. We define and evaluate several metrics for quantifying the realism of the generated workflows. Using these metrics, we compare the realism of the workflows generated by WfChef generators to that of the workflows generated by the previously available, hand-crafted generators. We find that the WfChef generators not only require zero development effort (because it is automatically produced), but also generate workflows that are more realistic than those generated by hand-crafted generators.
Pedestrian Collision Avoidance for Autonomous Vehicles at Unsignalized Intersection Using Deep Q-Network
Venue: arXiv cs.RO 2021
Year: 2021

Prior research has extensively explored Autonomous Vehicle (AV) navigation in the presence of other vehicles, however, navigation among pedestrians, who are the most vulnerable element in urban environments, has been less examined. This paper explores AV navigation in crowded, unsignalized intersections. We compare the performance of different deep reinforcement learning methods trained on our reward function and state representation. The performance of these methods and a standard rule-based approach were evaluated in two ways, first at the unsignalized intersection on which the methods were trained, and secondly at an unknown unsignalized intersection with a different topology. For both scenarios, the rule-based method achieves less than 40\% collision-free episodes, whereas our methods result in a performance of approximately 100\%. Of the three methods used, DDQN/PER outperforms the other two methods while it also shows the smallest average intersection crossing time, the greatest average speed, and the greatest distance from the closest pedestrian.
Designing Games for Enabling Co-creation with Social Agents
Venue: arXiv cs.RO 2021
Year: 2021

Digital tools have long been used for supporting children's creativity. Digital games that allow children to create artifacts and express themselves in a playful environment serve as efficient Creativity Support Tools (or CSTs). Creativity is also scaffolded by social interactions with others in their environment. In our work, we explore the use of game-based interactions with a social agent to scaffold children's creative expression as game players. We designed three collaborative games and play-tested with 146 5-10 year old children played with the social robot Jibo, which affords three different kinds of creativity: verbal creativity, figural creativity and divergent thinking during creative problem solving. In this paper, we reflect on game mechanic practices that we incorporated to design for stimulating creativity in children. These strategies may be valuable to game designers and HCI researchers designing games and social agents for supporting children's creativity.
Multi-view Clustering with Deep Matrix Factorization and Global Graph Refinement
Venue: arXiv cs.LG 2021
Year: 2021

Multi-view clustering is an important yet challenging task in machine learning and data mining community. One popular strategy for multi-view clustering is matrix factorization which could explore useful feature representations at lower-dimensional space and therefore alleviate dimension curse. However, there are two major drawbacks in the existing work: i) most matrix factorization methods are limited to shadow depth, which leads to the inability to fully discover the rich hidden information of original data. Few deep matrix factorization methods provide a basis for the selection of the new representation's dimensions of different layers. ii) the majority of current approaches only concentrate on the view-shared information and ignore the specific local features in different views. To tackle the above issues, we propose a novel Multi-View Clustering method with Deep semi-NMF and Global Graph Refinement (MVC-DMF-GGR) in this paper. Firstly, we capture new representation matrices for each view by hierarchical decomposition, then learn a common graph by approximating a combination of graphs which are reconstructed from these new representations to refine the new representations in return. An alternate algorithm with proved convergence is then developed to solve the optimization problem and the results on six multi-view benchmarks demonstrate the effectiveness and superiority of our proposed algorithm.
Benchmarking as Empirical Standard in Software Engineering Research
Venue: arXiv cs.SE 2021
Year: 2021

In empirical software engineering, benchmarks can be used for comparing different methods, techniques and tools. However, the recent ACM SIGSOFT Empirical Standards for Software Engineering Research do not include an explicit checklist for benchmarking. In this paper, we discuss benchmarks for software performance and scalability evaluation as example research areas in software engineering, relate benchmarks to some other empirical research methods, and discuss the requirements on benchmarks that may constitute the basis for a checklist of a benchmarking standard for empirical software engineering research.
Exploring Opportunistic Meta-knowledge to Reduce Search Spaces for Automated Machine Learning
Venue: arXiv cs.LG 2021
Year: 2021

Machine learning (ML) pipeline composition and optimisation have been studied to seek multi-stage ML models, i.e. preprocessor-inclusive, that are both valid and well-performing. These processes typically require the design and traversal of complex configuration spaces consisting of not just individual ML components and their hyperparameters, but also higher-level pipeline structures that link these components together. Optimisation efficiency and resulting ML-model accuracy both suffer if this pipeline search space is unwieldy and excessively large; it becomes an appealing notion to avoid costly evaluations of poorly performing ML components ahead of time. Accordingly, this paper investigates whether, based on previous experience, a pool of available classifiers/regressors can be preemptively culled ahead of initiating a pipeline composition/optimisation process for a new ML problem, i.e. dataset. The previous experience comes in the form of classifier/regressor accuracy rankings derived, with loose assumptions, from a substantial but non-exhaustive number of pipeline evaluations; this meta-knowledge is considered 'opportunistic'. Numerous experiments with the AutoWeka4MCPS package, including ones leveraging similarities between datasets via the relative landmarking method, show that, despite its seeming unreliability, opportunistic meta-knowledge can improve ML outcomes. However, results also indicate that the culling of classifiers/regressors should not be too severe either. In effect, it is better to search through a 'top tier' of recommended predictors than to pin hopes onto one previously supreme performer.
t-Entropy: A New Measure of Uncertainty with Some Applications
Venue: arXiv cs.IT 2021
Year: 2021

The concept of Entropy plays a key role in Information Theory, Statistics, and Machine Learning.This paper introduces a new entropy measure, called the t-entropy, which exploits the concavity of the inverse-tan function. We analytically show that the proposed t-entropy satisfies the prominent axiomatic properties of an entropy measure. We demonstrate an application of the proposed entropy measure for multi-level thresholding of images. We also propose the entropic-loss as a measure of the divergence between two probability distributions, which leads to robust estimators in the context of parametric statistical inference. The consistency and asymptotic breakdown point of the proposed estimator are mathematically analyzed. Finally, we show an application of the t-entropy to feature weighted data clustering.
AirMixML: Over-the-Air Data Mixup for Inherently Privacy-Preserving Edge Machine Learning
Venue: arXiv cs.NI 2021
Year: 2021

Wireless channels can be inherently privacy-preserving by distorting the received signals due to channel noise, and superpositioning multiple signals over-the-air. By harnessing these natural distortions and superpositions by wireless channels, we propose a novel privacy-preserving machine learning (ML) framework at the network edge, coined over-the-air mixup ML (AirMixML). In AirMixML, multiple workers transmit analog-modulated signals of their private data samples to an edge server who trains an ML model using the received noisy-and superpositioned samples. AirMixML coincides with model training using mixup data augmentation achieving comparable accuracy to that with raw data samples. From a privacy perspective, AirMixML is a differentially private (DP) mechanism limiting the disclosure of each worker's private sample information at the server, while the worker's transmit power determines the privacy disclosure level. To this end, we develop a fractional channel-inversion power control (PC) method, α-Dirichlet mixup PC (DirMix(α)-PC), wherein for a given global power scaling factor after channel inversion, each worker's local power contribution to the superpositioned signal is controlled by the Dirichlet dispersion ratio α. Mathematically, we derive a closed-form expression clarifying the relationship between the local and global PC factors to guarantee a target DP level. By simulations, we provide DirMix(α)-PC design guidelines to improve accuracy, privacy, and energy-efficiency. Finally, AirMixML with DirMix(α)-PC is shown to achieve reasonable accuracy compared to a privacy-violating baseline with neither superposition nor PC.
A LiDAR Assisted Control Module with High Precision in Parking Scenarios for Autonomous Driving Vehicle
Venue: arXiv cs.RO 2021
Year: 2021

Autonomous driving has been quite promising in recent years. The public has seen Robotaxi delivered by Waymo, Baidu, Cruise, and so on. While autonomous driving vehicles certainly have a bright future, we have to admit that it is still a long way to go for products such as Robotaxi. On the other hand, in less complex scenarios autonomous driving may have the potentiality to reliably outperform humans. For example, humans are good at interactive tasks (while autonomous driving systems usually do not), but we are often incompetent for tasks with strict precision demands. In this paper, we introduce a real-world, industrial scenario of which human drivers are not capable. The task required the ego vehicle to keep a stationary lateral distance (i.e. 3? <= 5 centimeters) with respect to a reference. To address this challenge, we redesigned the control module from Baidu Apollo open-source autonomous driving system. A precise (3? <= 2 centimeters) Error Feedback System was first built to partly replace the localization module. Then we investigated the control module thoroughly and added a real-time calibration algorithm to gain extra precision. We also built a simulation to fine-tune the control parameters. After all those works, the results are encouraging, showing that an end-to-end lateral precision with 3? <= 5 centimeters has been achieved. Further, we show that the results not only outperformed original Apollo modules but also beat specially trained and highly experienced human test drivers.
Divergence Scaling for Distribution Matching
Venue: arXiv cs.IT 2021
Year: 2021

Distribution matchers for finite alphabets are shown to have informational divergences that grow logarithmically with the block length, generalizing a basic result for binary strings.
Feedback control of event cameras
Venue: arXiv cs.CV 2021
Year: 2021

Dynamic vision sensor event cameras produce a variable data rate stream of brightness change events. Event production at the pixel level is controlled by threshold, bandwidth, and refractory period bias current parameter settings. Biases must be adjusted to match application requirements and the optimal settings depend on many factors. As a first step towards automatic control of biases, this paper proposes fixed-step feedback controllers that use measurements of event rate and noise. The controllers regulate the event rate within an acceptable range using threshold and refractory period control, and regulate noise using bandwidth control. Experiments demonstrate model validity and feedback control.
Dynamic Routing for Traffic Flow through Multi-agent Systems
Venue: arXiv cs.RO 2021
Year: 2021

Routing strategies for traffics and vehicles have been historically studied. However, in the absence of considering drivers' preferences, current route planning algorithms are developed under ideal situations where all drivers are expected to behave rationally and properly. Especially, for jumbled urban road networks, drivers' actual routing strategies deteriorated to a series of empirical and selfish decisions that result in congestion. Self-evidently, if minimum mobility can be kept, traffic congestion is avoidable by traffic load dispersing. In this paper, we establish a novel dynamic routing method catering drivers' preferences and retaining maximum traffic mobility simultaneously through multi-agent systems (MAS). Modeling human-drivers' behavior through agents' dynamics, MAS can analyze the global behavior of the entire traffic flow. Therefore, regarding agents as particles in smoothed particles hydrodynamics (SPH), we can enforce the traffic flow to behave like a real flow. Thereby, with the characteristic of distributing itself uniformly in road networks, our dynamic routing method realizes traffic load balancing without violating the individual time-saving motivation. Moreover, as a discrete control mechanism, our method is robust to chaos meaning driver's disobedience can be tolerated. As controlled by SPH based density, the only intelligent transportation system (ITS) we require is the location-based service (LBS). A mathematical proof is accomplished to scrutinize the stability of the proposed control law. Also, multiple testing cases are built to verify the effectiveness of the proposed dynamic routing algorithm.
Automatic Visual Inspection of Rare Defects: A Framework based on GP-WGAN and Enhanced Faster R-CNN
Venue: arXiv cs.CV 2021
Year: 2021

A current trend in industries such as semiconductors and foundry is to shift their visual inspection processes to Automatic Visual Inspection (AVI) systems, to reduce their costs, mistakes, and dependency on human experts. This paper proposes a two-staged fault diagnosis framework for AVI systems. In the first stage, a generation model is designed to synthesize new samples based on real samples. The proposed augmentation algorithm extracts objects from the real samples and blends them randomly, to generate new samples and enhance the performance of the image processor. In the second stage, an improved deep learning architecture based on Faster R-CNN, Feature Pyramid Network (FPN), and a Residual Network is proposed to perform object detection on the enhanced dataset. The performance of the algorithm is validated and evaluated on two multi-class datasets. The experimental results performed over a range of imbalance severities demonstrate the superiority of the proposed framework compared to other solutions.
BI-REC: Guided Data Analysis for Conversational Business Intelligence
Venue: arXiv cs.DB 2021
Year: 2021

Conversational interfaces to Business Intelligence (BI) applications enable data analysis using a natural language dialog in small incremental steps. To truly unleash the power of conversational BI to democratize access to data, a system needs to provide effective and continuous support for data analysis. In this paper, we propose BI-REC, a conversational recommendation system for BI applications to help users accomplish their data analysis tasks. We define the space of data analysis in terms of BI patterns, augmented with rich semantic information extracted from the OLAP cube definition, and use graph embeddings learned using GraphSAGE to create a compact representation of the analysis state. We propose a two-step approach to explore the search space for useful BI pattern recommendations. In the first step, we train a multi-class classifier using prior query logs to predict the next high-level actions in terms of a BI operation (e.g., {\em Drill-Down} or {\em Roll-up}) and a measure that the user is interested in. In the second step, the high-level actions are further refined into actual BI pattern recommendations using collaborative filtering. This two-step approach allows us to not only divide and conquer the huge search space, but also requires less training data. Our experimental evaluation shows that BI-REC achieves an accuracy of 83% for BI pattern recommendations and up to 2X speedup in latency of prediction compared to a state-of-the-art baseline. Our user study further shows that BI-REC provides recommendations with a precision@3 of 91.90% across several different analysis tasks.
Multi-Level Over-the-Air Aggregation of Mobile Edge Computing over D2D Wireless Networks
Venue: arXiv cs.IT 2021
Year: 2021

In this paper, we consider a wireless multihop device-to-device (D2D) based mobile edge computing (MEC) system, where the destination wireless device (WD) is scheduled to compute nomographic functions. Under the MapReduce framework and motivated by reducing communication resource overhead, we propose a new multi-level over-the-air (OTA) aggregation scheme for the destination WD to collect the individual partially aggregated intermediate values (IVAs) for reduction from multiple source WDs in the data shuffling phase. For OTA aggregation per level, the source WDs employ a channel inverse structure multiplied by their individual transmit coefficients in transmission over the same time frequency resource blocks, and the destination WD finally uses a receive filtering factor to construct the aggregated IVA. Under this setup, we develop a unified transceiver design framework that minimizes the mean squared error (MSE) of the aggregated IVA at the destination WD subject to the source WDs' individual power constraints, by jointly optimizing the source WDs' individual transmit coefficients and the destination WD's receive filtering factor. First, based on the primal decomposition method, we derive the closed-form solution under the special case of a common transmit coefficient. It shows that all the source WDs' common transmit is determined by the minimal transmit power budget among the source WDs. Next, for the general case, we transform the original problem into a quadratic fractional programming problem, and then develop a low-complexity algorithm to obtain the (near-) optimal solution by leveraging Dinkelbach's algorithm along with the Gaussian randomization method.
What Way Is It Meant To Be Played?
Venue: arXiv cs.HC 2021
Year: 2021

The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked to in-game actions. One or multiple simultaneous inputs may be necessary to communicate the intentions of the user. Activating controls may be more or less convenient depending on their position and size. In order to enable the user to perform all inputs which are necessary during gameplay, it is thus imperative to find a mapping between in-game actions and buttons, analog sticks, and so on. We present simple formats for such mappings as well as for the constraints on possible inputs which are either determined by a physical game controller or required to be met for a game software, along with methods to transform said constraints via a button-action mapping and to check one constraint set against another, i.e., to check whether a button-action mapping allows a controller to be used in conjunction with a game software, while preserving all desired properties.
InferNet for Delayed Reinforcement Tasks: Addressing the Temporal Credit Assignment Problem
Venue: arXiv cs.LG 2021
Year: 2021

The temporal Credit Assignment Problem (CAP) is a well-known and challenging task in AI. While Reinforcement Learning (RL), especially Deep RL, works well when immediate rewards are available, it can fail when only delayed rewards are available or when the reward function is noisy. In this work, we propose delegating the CAP to a Neural Network-based algorithm named InferNet that explicitly learns to infer the immediate rewards from the delayed rewards. The effectiveness of InferNet was evaluated on two online RL tasks: a simple GridWorld and 40 Atari games; and two offline RL tasks: GridWorld and a real-life Sepsis treatment task. For all tasks, the effectiveness of using the InferNet inferred rewards is compared against the immediate and the delayed rewards with two settings: with noisy rewards and without noise. Overall, our results show that the effectiveness of InferNet is robust against noisy reward functions and is an effective add-on mechanism for solving temporal CAP in a wide range of RL tasks, from classic RL simulation environments to a real-world RL problem and for both online and offline learning.